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about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Sir_Joshula

You can call for aid as often as you want. The first call is free, and after that, you need to wait around 45 days to get another free call. If you want to call troopers before your free aid is recharged, you'll need to use 4 royal favors.

That's a very good way to balance it I think. I would hate for it to be a 1-time thing because then, just like potions in skyrim, you'll save them until you really need them and before you know it you've killed Alduin with 350 potions in your bag...

Thanks for the summary!

Yes, the "But I'll Need It Later" problem was at the front of my mind while designing this.

Glad it's working! People actually use the royal aid but not trivially; love it.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by BriSci

Well that was insanely hard. Mech cluster was 6 centipedes (5 with infernos), then about a dozen each of scythers, lancers, and pikemen. They also had five auto mortars, a few inferno turrets, and heavy charge blaster turrets. Both turrets had insane range. A half dozen small turrets rounded out the defenses. I took out the mortars, a poison fog generator, and several of the turrets with HE mortar shells. The scythers were easy to kite into my defenses, but none of the other mechs would. Called in help from an allied faction to draw fire (cannon fodder), tied up the inferno centipedes with melee pawns, then gunned everything else down. At the end, out of 18 pawns only 3 were uninjured, and five were downed. Several missing fingers and toes, one eye shot out, and my only two sets of marine armor were tattered.

Now the quest seems stuck. It hasn't ended and the two cataphracts sent to help are still in my base. All of the mechs are dead, and all of the buildings they spawned are destroyed or disassembled. My guess is the problems has to do with me playing a 1.0 save. Couldn't help it though, I love my base. So basically I fought an epic battle for a bunch of plasteel and components.

Sorry about the stuck quest, it's a key bug we're working on. Will be hotfixed soon.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by Sir_Joshula

Yes I think you've got the balance right on that one - as usual.

There was one thing that occurred in my recent game that I'm not sure was intended behaviour. It was to do with the soldiers given to you during a prisoner holding quest rather than the ones from royal aid. It was early in the playthrough so the soldiers had plate armour and melee weapons. 2 out of the 4 soldiers had non-biocoded melee weapons and 1 was wearing a set of golden plate armour worth 1/4 of my whole colony wealth. I could strip these soldiers freely and one of their wealth was added to my colony wealth. The spike in wealth made the raids far more challenging. I decided that for my troubles I should keep the golden plate armour. Anyway, not sure if that was intended behaviour so just thought I'd bring it up.

We'll look at that thanks.

about 4 years ago - /u/TynanSylvester - Direct link

Originally posted by BriSci

No worries. That battle was epic. Oh, by the way, thanks for the greatest game I've played in 37 years of gaming.

Welcome :)

Issue is fixed but old quests need to be ended similar to this:

  • Turn on development mode in the options menu

  • Look in the quests menu at the quest that won't end

  • Turn on the checkbox "Dev: Debug" under the quest description.

  • Scroll down.

  • To the right of the 'send signal' box, click the '...' button. Select the entry similar to Quest0.AllEnemiesDefeated.

  • Turn off development mode in the options menu.